Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.

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Hey there, i've got news for what happens next to the Qore mod.


Engine switching from Darkplaces to FTE:

It doesn't matter how much i tweak it, i am never satisfied with how the gore looks and the possibilities i have with Darkplaces. it feels a little limited to compose the effects out of single effects, who all spawn at the same time. Darkplaces is the most commonly used Quake Engine next to Quakespasm but it is a little outdated and lacks stuff i want to have the possibility to play around with.

So i will use the FTEQW engine instead of Darkplaces in the future.

Why? Because it's the better one, when it comes to uhm... nearly everything. The whole shader-section of the qore.cfg would fall away because all those shader-options are present in the form of the ingame options menu in FTEQW. That means you wouldn't have to reconfigure the qore.cfg with every update. Also i could write my own option menu entries, which means there wouldn't be a qore.cfg at all. You could make all those configurations in the ingame option menu. After Spike told me the very basics of menu coding and gave me a link with his menu source code it was decided. Oh and FTE also has a much more developed particle system, which i will utilize for, guess it... right, gore, gore, gore and overall particle effects. The particle system can even play soundfiles, which is pure heavy metal!

I won't change the engine with v08 but with v09 or v1.0 . The particles and some code must be translated to FTE definitions and i think i will also update the whole particle effects of Qore with new, nicer ones.

But...


Mod progress:

Meanwhile all new enemies have heir appropriate gibskins and and bloodskins. Also, i reassigned some bloody-death animations to weapons. The Nailcannon (previous Nailcloud(stupid name)) for example can trigger the gib-stages and pushes monsters back in a fraction of the speed of the nails. It works good and looks very brutal. I too added a new weapon, the first that shoots only particles. Looks great and feels very, very badass. You can see a first working version in the video below. Kinda proud of it. Also i'm still trying to make it possible to nail enemies on walls, which is giving me a hard time. But i think in that matter i'm running on a good path. Technically it works, though aligning a nailed monster to a wall behind it is a pain, that i think i will feel for yet a few more days.

I also worked a lot on the gib physic behaviour, which resulted into more vivid frags than before. The gibs up to v07a1 moved very evenly, in a pattern that never changed. From 08 onward factors like distance to the influencing physical (or magical) force and the selected weapon will change the flightpath and direction of gibs, limbs and enemies. An example: Blowing a monster to pieces with a shotgun will send the gibs into the shot direction instead of any direction. Then, some of the gibs will stick to the wall - if there is any - and slide it down until they hit the ground. Neat! If you don't gib the monster it may also fly into the direction of your shot. This is already working very good and the frags and limbs make a much more chunky impression when they fly around. You can have a look at this not yet final version of the new gib physics in the video:


See you around.
Greetings from the cold and wet germany :-)

DaisyFlower

Qore Devlog 2

Qore Devlog 2

Qore 19 comments

Devlog #2. Status of progression, what's left to do for v07.

Qore Devlog 1

Qore Devlog 1

Qore 4 comments

State of Qore. What i achieved for v07, workflow, what's left to do until update.

The "Big Ânouncement"

The "Big Ânouncement"

Painkeep v3.0 2 comments

PᴀɪɴKᴇᴇᴘ 3.0 - updating this DM classic is my mission.

Merry Quakemas, Everyone

Merry Quakemas, Everyone

Quake "Epsilon" Build 20 comments

Well, it's that time of year again and 2016 being what it was, I was feeling the need to shoot something.

Add file RSS Related Files
qore07a1

qore07a1

Qore Full Version 6 comments

07a1 patch, mainly for repairing the cfg and the jump altitude.

qore07a

qore07a

Qore Full Version 6 comments

fixes for some bugs + enemy cloning & mapping .fgd file

qorev07

qorev07

Qore Full Version 5 comments

V07. 'nough said. Read the description below for detailed information or read the readme. And have fun. And i must fill this with 50 characters. Done.

The Dance of the Cthulhu

The Dance of the Cthulhu

Music

"The Dance of the Cthulhu" is a music pack for Quake 1 source engine ports.

qorev06b

qorev06b

Qore Full Version 13 comments

Quick fix for some of the bugs that have been mentioned. I can't reproduce them anymore, i hope they are gone for good. Plus: Added a cvar to enable/disable...

qorev06

qorev06

Qore Patch 11 comments

Bam! Here is v 0.6 with a heckton of additions and bugfixes. Probably also some new bugs.

Comments  (0 - 10 of 113)
Kohbara
Kohbara

Why do i get a "parse error" when I try to start the Qore Mod?

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numbersix
numbersix

I'll have to peruse the rest of the Romero map source code and see if there are any other surprises

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bett-url-you-will-ev
bett-url-you-will-ev

can i use this without having the original quake installed?
otherwise any links to get a version of quake that works with this one?

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eattoast
eattoast

Use what?

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Slartybarty
Slartybarty

Maps cannot be saved in BSP format?

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DamyxD
DamyxD

Actually you don't save them you compile them into BSP format.
You save maps in RMF, JMF or MAP formats.

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nerdenfromsweden
nerdenfromsweden

Id Software was the best studio until ZeniMAX begun ******* IT UP..

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numbersix
numbersix

My opinion is that Doom was iD's pinnacle FPS release with Doom II being one of the greatest sequels they had.
Quake was great, but after that came a slow downward spiral - consisting of releases of most similar games on increasingly better 3D tech.

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BlueLostsoul
BlueLostsoul

No, no, no.
May be it's a matter of taste, but i'd like Quake I/II most of all. These architecture, soundtrack, setting ... everything upon old Dooms. Single exception from Doom's inferiority is soundtrack by Aubrey Hodges, which is better, than Sonic Mayhem's for Quake II.

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Feb 13 2011 by Madnessguy10

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